Controlling and rewarding gaming socialization

ABSTRACT

A wagering game system and its operations are described. In some embodiments, the operations include detecting an indication of a benefit available to a first player account via a wagering game venue; and selecting a second player account linked to the first player account as a social contact. The operations can further include configuring a persistent object to provide access to the benefit available to the first player account; and transferring the persistent object from the first player account to the second player account.

RELATED APPLICATIONS

This application is a divisional application of, and claims the prioritybenefit of, U.S. application Ser. No. 13/411,305 filed 2 Mar. 2012,which claims priority benefit of Provisional U.S. Application No.61/448,907 filed 3 Mar. 2011.

LIMITED COPYRIGHT WAIVER

A portion of the disclosure of this patent document contains materialthat is subject to copyright protection. The copyright owner has noobjection to the facsimile reproduction by anyone of the patentdisclosure, as it appears in the Patent and Trademark Office patentfiles or records, but otherwise reserves all copyright rightswhatsoever. Copyright 2014, WMS Gaming, Inc.

TECHNICAL FIELD

Embodiments of the inventive subject matter relate generally to wageringgame systems and networks that, more particularly, control and rewardgaming-related socialization.

BACKGROUND

Wagering game machines, such as slot machines, video poker machines andthe like, have been a cornerstone of the gaming industry for severalyears. Traditionally, wagering game machines have been confined tophysical buildings, like casinos (e.g., resort casinos, road-sidecasinos, etc.). The casinos are located in specific geographic locationsthat are authorized to present wagering games to casino patrons.However, with the proliferation of interest and use of the Internet,shrewd wagering game manufacturers have recognized that a global publicnetwork, such as the Internet, can reach to various locations of theworld that have been authorized to present wagering games. Anyindividual with a personal computing device (e.g., a personal computer,a laptop, a personal digital assistant, a cell phone, etc.) can connectto the Internet and play wagering games. Consequently, some wageringgame manufacturers have created wagering games that can be processed bypersonal computing devices and offered via online casino websites(“online casinos”). However, online casinos face challenges andstruggles. For instance, online casinos have struggled to provide theexcitement and entertainment that a real-world casino environmentprovides. Some online casinos have struggled enforcing crossjurisdictional restrictions and requirements. Further, some onlinecasinos have struggled adapting the online gaming industry to atraditionally non-wagering game business environment. As a result,wagering game manufacturers, casino operators, and online game providersare constantly in need of innovative concepts that can make the onlinegaming industry appealing and profitable.

BRIEF DESCRIPTION OF THE DRAWING(S)

Embodiments are illustrated in the Figures of the accompanying drawingsin which:

FIG. 1 is an illustration of tracking and rewarding of socialcommunications associated with gaming, according to some embodiments;

FIG. 2 is a flow diagram 200 illustrating tracking and rewarding socialpromotions of wagering game activity, according to some embodiments;

FIG. 3 is an illustration of additional tracking and rewarding of socialcommunications associated with gaming, according to some embodiments;

FIG. 4 is a flow diagram 400 illustrating controlling socialcommunication of gaming benefits, according to some embodiments;

FIG. 5 is an illustration of tracking and rewarding social communicationof a mobile gaming application, according to some embodiments;

FIG. 6 is a flow diagram 600 illustrating controlling social wagering ofplayer points, according to some embodiments;

FIG. 7 is an illustration of controlling social wagering of playerpoints, according to some embodiments;

FIG. 8 is an illustration of a wagering game system architecture 800,according to some embodiments;

FIG. 9 is an illustration of a wagering game computer system 900,according to some embodiments;

FIG. 10 is an illustration of a personal wagering game system 1000,according to some embodiments;

FIG. 11 is an illustration of a wagering game machine architecture 1100,according to some embodiments; and

FIG. 12 is an illustration of a wagering game machine 1200, according tosome embodiments.

DESCRIPTION OF ILLUSTRATIVE EMBODIMENTS

This description of the embodiments is divided into five sections. Thefirst section provides an introduction to embodiments. The secondsection describes example operations performed by some embodiments whilethe third section describes additional example embodiments. The fourthsection describes example operating environments while the fifth sectionpresents some general comments.

Introduction

This section provides an introduction to some embodiments.

Social communication is on the rise. Internet users are enjoying aproliferation of social networking venues, such as social networkingwebsites. Social networking websites allow users to create user accountswith one or more unique identifiers that represent an online persona.One example of a unique identifier is an “avatar”. Avatars aregraphical, “cartoon-like” depictions of a social network persona. Theseonline personas and associated avatars add to the fun of belonging to asocial network. Another example of a unique identifier is an onlinename. Many of those Internet users are also wagering game enthusiasts.Many social networking venues (e.g., websites), however, present anunsatisfactory experience to those users who would enjoy integrationwith gaming-related features. Further, casinos and wagering gameproviders desire to incentivize users of social networking venues tovisit casinos or online wagering venues that include wagering gamecontent.

FIG. 1 is a conceptual diagram that illustrates an example of trackingand rewarding social communications associated with gaming, according tosome embodiments. In FIG. 1, a wagering game system (“system”) 100includes a computer 113 connected to a server 150 via a communicationsnetwork 122. The server 150 hosts a user account (e.g., a user accountfor the user “Marcus Miller” indicated via the user account console171). A user (i.e., Marcus Miller) can log in to the user account via aweb browser 101 presented by the computer 113. The web browser 101 canpresent a webpage 103 for a social networking website (e.g.,“Playerslife.com”) hosted by the server 150. The server 150 can providecontent, such as social networking communication mechanisms that canpublish a message electronically to one or more individuals or groups ofindividuals, such as to social contacts associated with the user (e.g.,via one or more other user accounts linked to Marcus Miller's useraccount). The social networking communication mechanism can send, post,submit, or otherwise transmit the message electronically to, or for, oneor more individuals or groups of individuals. Some examples of socialnetworking communication mechanisms may include, but are not necessarilylimited to blogs (e.g., text and/or other media), micro-blogs, profilestatus update features, forums, chats, news feeds, text messaging, massmessaging, email, etc. The user (e.g., Marcus Miller) can enter amessage 107 (e.g., a text string) into a user input area 105 (e.g., atext input control, a web form field, etc.). The message 107 can includetextual characters. The textual characters can also include one or morespecial characters (e.g., the pound character “#”), which indicates atag (e.g., via a tag symbol 102) that tags a word or phrase as being aspecialized expression. The webpage 103 also provides a control 109 topublish (e.g., post, submit, transmit, etc.) the message 107. Multipleusers and/or accounts can access the published message and/or receiveautomated notifications of the published message.

The message 107 (“I love the #JackpotParty sitewide events”) is apersonal expression, or statement, of interest, or promotion, indicatedby the user regarding specific features or elements of a gaming venue,such as the site-wide event feature of the online casino website,Jackpotparty.com®. The server 150 can analyze the message 107 after itis published to search for promotional expressions (e.g., words,phrases, etc.) that promote the gaming venue. For example, the server150 can parse the message 107 and search for first phrases (e.g., wordsor combinations of words) that match, or are substantially similar to,second phrases from a group, or library, of key words or phrases, asindicated in a list 130. For example, the list 130 includes at leastfour key phrases: key phrase 132A (“Jackpotparty.com”), key phrase 132B(“site-wide event”), key phrase 132C (“WMS game replay”), and key phrase132D (“Playerslife.com”). The key phrases 132A, 132B, 132C, and 132D(“132A-132D”) are separate words or phrases that describe gaming-relateditems or activities such as, but not limited to, a gaming venue, afeature or activity of a gaming venue, a wagering game, a type ofwagering game, a gaming provider, a casino, a player account, agroup-game challenge, an invitation to perform gaming activity, arecording of gaming activity, a virtual wagering-game asset or trophy, agaming benefit, a wager, etc.

The key phrases 132A-132D can be stored in a relational database. Thekey phrases 132A-132D include identifiers 131A, 131B, 131C, and 131D(“131A-131D”) that, respectively, identify the key phrases 132A-132D.Each of the key phrases 132A-132D also include award values, such asdefault point values 133A, 133B, 133C, and 133D (“133A-133D”). Thedefault point values 133A-133D indicate non-monetary values for pointsthat the server 150 can award for usage of one or more of the keyphrases 132A-132D within the message 107.

The server 150 tracks, in a report 140, usage, and rewards for theusage, of the key phrases 132A-132D. For example, the report 140indicates key phrase identifiers 141A, 141B, 141C, and 141D(“141A-141D”), which correspond to the key phrase identifiers 131A-131Din the list 130. The report 140 also includes time stamp indicators 142that indicate times, dates, etc. for the use of the key phrases132A-132D. The report 140 also specifies requirements, or conditions143A, 143B, 143C, and 143D (“143A-143D”) associated with the usage ofthe key phrases 132A-132D. The conditions 143A-143D can be specified bya set of rules or requirements stored in, and/or accessible to, theserver 150. The server 150 can detect attributes (e.g., properties,characteristics, conditions, etc.) associated with publication of themessage 107 and compare the attributes to the rules or requirements. Thereport 140 also specifies augmentation values, or multipliers 144A,144C, and 144D, associated, relatively, with the conditions 143A, 143C,and 143D. The server 150 can also associate the multipliers 144A, 144Cand 144D with the rules or requirements. The report 140 also specifiesawarded point values 145A, 145B, 145C, and 145D (“145A-145D”),associated with the usage of the key phrases 132A-132D based on theconditions 143A-143D. Two of the conditions, 143A and 143B, will beexplained in more detail in the paragraph below, including the usage ofthe multiplier 144A, to generate two of the awarded point values 145Aand 145B. Others of the conditions (i.e., 143C and 143D) will bedescribed in FIG. 3 further below.

Regarding the two conditions 143A and 143B, for instance, at 12:15 PM(e.g., indicated via the clock 106) the message 107 is published. Theserver 150 analyzes the message 107 and identifies that two phrases fromthe message “JackpotParty” and “sitewide events” are substantiallysimilar to two key phrases, key phrase 132A and key phrase 132B. Theserver 150, therefore, notates the usage of the key phrases 132A and132B in the report 140 and awards the awarded point values 145A and145B, which correspond to the use of the key phrases 132A and 132B at12:15 PM. For the awarded point value 145B, the server 150 recognizesthat the usage of the key phrase 131B is a basic promotional usage ofthe phrase “site-wide events”, and therefore assigns the default pointvalue 133B from the list 130 as the awarded point value 145B. In otherwords, the server 150 awards the awarded point value 145B (the value of“1”) exactly equivalent to the default point value 133B (the value of“1”). In some embodiments, however, the server 150 can dynamicallyaugment one or more of the default point values 133A-133D based onconditions associated with the publication of the message 107. Forinstance, at 12:15 PM, the user utilized the tag symbol 102 for thephrase “JackpotParty.” The phrase “JackpotParty,” when used incombination with the tag symbol 102 at that particular time (12:15 PM)caused a conversation stream associated with the topic “JackpotParty” totrend upward when the topic was trending downward via a socialnetworking website. The server 150, therefore, dynamically assigns themultiplier value 144A because of the time-related conditions and thetrending conditions associated with the usage of the key phrase 132A at12:15 PM. The server 150 multiplies the default point value 133A (thevalue of “2”) by the multiplier value 144A (the value of “2”), togenerate the awarded point value 145A (the value of “4”).

In some embodiments, the system 100 provides a point counter 110 thatdynamically, or immediately, shows a point count increase, or apotential point count that could result if a promotional expression weremade via a social communication mechanism. For example, at 12:15 PM,after the user receives the five points for usage of the key phrases132A and 132B, the point counter 110 increase a daily count indicator114 to a numerical value of “5.” The point counter 110 can showadditional information, including reports. For example, activation ofreporting control 116 can present various types of reports for pointsearned, usage of promotional phrases, etc., for any time range, subjectmatter range (e.g., on specific tagged topics), etc., including, but notlimited to, any or all of the information from the report 140.

In some embodiments, the system 100 utilizes relationships between users(e.g., between the Marcus Miller user and other users of the socialnetwork). In some embodiments, the relationship between users is asaffiliate relationship. An affiliate relationship can include, forinstance, a linked, or associated relationship between users, where anactivity performed by a first user is attributed to a second userbecause of the associated relationship. The first user receives a formof benefit because of the second user's activity. In some embodiments,the first user can also receive a portion (e.g., a proportional amount)of benefits received by the first user. The affiliate relationship canbe a result of efforts that the first user performed to entice thesecond user to register for, and obtain, a player account for a socialnetworking venue or a wagering game venue. In some embodiments, theserver 150 can detect that a link 111 included in the message 107 isactivate by users (e.g., affiliated users, total users, a combination,etc.). The link 111 is to an online gaming venue, such asJackpotparty.com®. The server 150 can track a number of times that otherusers activate the link 111 and visit the website. The sever 150 canaward points that vary in value based on the number of activated linksto the online gaming venue (e.g., the server 150 can increase any of themultipliers 144A, 144C, or 144D, or generate other multipliers, based ona number of links that were activated via the message 107 after themessage 107 was published). Tracking activated links is only one way oftracking activities and/or awards between users. Other examples aredescribed further below, such as in FIG. 3.

Further, some embodiments of the inventive subject matter describeexamples of controlling and rewarding gaming socialization in a networkwagering venue (e.g., an online casino, a wagering game website, awagering network, etc.) using a communication network, such as thecommunications network 122 in FIG. 1. Embodiments can be presented overany type of communications network that provides access to wageringgames, such as a public network (e.g., a public wide-area-network, suchas the Internet), a private network (e.g., a private local-area-networkgaming network), a file sharing network, a social network, etc., or anycombination of networks. Multiple users can be connected to the networksvia computing devices. The multiple users can have accounts thatsubscribe to specific services, such as account-based wagering systems(e.g., account-based wagering game websites, account-based casinonetworks, etc.).

Further, in some embodiments herein a user may be referred to as aplayer (i.e., of wagering games), and a player may be referred tointerchangeably as a player account. Account-based wagering systemsutilize player accounts when transacting and performing activities, atthe computer level, that are initiated by players. Therefore, a “playeraccount” represents the player at a computerized level. The playeraccount can perform actions via computerized instructions. For example,in some embodiments, a player account may be referred to as performingan action, controlling an item, communicating information, etc. Althougha player, or person, may be activating a game control or device toperform the action, control the item, communicate the information, etc.,the player account, at the computer level, can be associated with theplayer, and therefore any actions associated with the player can also beassociated with the player account. Therefore, for brevity, to avoidhaving to describe the interconnection between player and player accountin every instance, a “player account” may be referred to herein ineither context. Further, in some embodiments herein, the word “gaming”is used interchangeably with “gambling.”

Although FIG. 1 describes some embodiments, the following sectionsdescribe many other features and embodiments.

Example Operations

This section describes operations associated with some embodiments. Inthe discussion below, some flow diagrams are described with reference toblock diagrams presented herein. However, in some embodiments, theoperations can be performed by logic not described in the blockdiagrams.

In certain embodiments, the operations can be performed by executinginstructions residing on machine-readable storage media (e.g.,software), while in other embodiments, the operations can be performedby hardware and/or other logic (e.g., firmware). In some embodiments,the operations can be performed in series, while in other embodimentsone or more of the operations can be performed in parallel. Moreover,some embodiments can perform more or less than all the operations shownin any flow diagram.

FIG. 2 is a flow diagram (“flow”) 200 illustrating tracking andrewarding social promotions of wagering game activity, according to someembodiments. This description will refer to FIGS. 1 and 3 in conjunctionwith FIG. 2. In other words, FIGS. 1 and 3 help illustrate the flow ofFIG. 2 according to some embodiments.

In FIG. 2, the flow 200 begins at processing block 202, where a wageringgame system (“system”) receives a message that was published from asocial-communication application. For example, a user posts a socialnetworking message via a social communication application (e.g., a userupdates a profile status via FaceBook®.com, a user submits a Tweet viaTwitter.com, a user posts a blog or forum entry via PlayersLife®.com, auser submits a chat entry, a user sends an email, etc.). Thesocial-communication application may be a social communicationmechanism, as described previously. The system can detect that themessage is associated with a player account. For example, the system canlink, or otherwise associate, a social networking account that belongsto the user with a wagering game player account that belong to the user(e.g., the system can provide a tool where a user, such as MarcusMiller, can manually link his Facebook®.com account to hisPlayersLife.com® account). In some embodiments, the message may be sentvia the social networking website. In other embodiments, the message maybe sent via a wagering game machine, or other secondary applicationprovided via a wagering game machine, such as an in-game chatapplication. In some embodiments, the message can direct a user to awagering game venue, via an affiliate tracking mechanism (e.g., see link111 described in FIG. 1). In some embodiments, the social communicationapplication can dynamically submit the message to a gaming server (e.g.,via data provided in a link/URL, via an email carbon copy, via a chatwidget submittal, etc.). In other embodiments, the gaming server cansearch for the message (e.g., scan websites, scan blog communications,search chat message, etc. to find the message).

The flow 200 continues at processing block 204, where the systemdetermines that a promotional expression, which promotes a wagering gamevenue, is contained within the message. For example, the system canparse the message into a plurality of words, compare the plurality ofwords to a library of promotional words and phrases stored on a wageringgame server, and detect that at least one of the plurality of words isequivalent to, or substantially similar to, one of the promotional wordsor phrases, as similarly described in FIG. 1. In some embodiments, thesystem can search for tags (e.g., specific textual characters, linkdata, metadata, micro memes, etc.). For example, the tags can beindicated by specific tag symbols (e.g., from a set of specialcharacters) that specify that one of the plurality of words is apromotional word or phrase. For example, the system can search for wordsthat are preceded by an asterisk symbol, a pound symbol, etc. In someembodiments, the system can utilize specific tag symbols provided by asocial networking venue that are specifically used via a socialcommunication application for specific reasons. For example, Twitter.comutilizes a hash symbol (the “#” symbol) to specify that a word, or groupof words, is being used for a specific topic (a hash symbol is sometimesreferred to as a “hash tag” or “hashtag”). Twitter.com provides the hashsymbol for users to positively identify the topic for a communicationstream by multiple users. In some embodiments, the system can detect theuse of the specific characters (e.g., the hash symbol) by a running aquery against an application programming interface (API) provided by thesocial networking venue. In some embodiments, the system can utilize itsown unique gaming-related tags or symbols that help users to identifygaming related topics. Users can utilize the a gaming-related hashsymbol (e.g., dollar symbols that precede and follow a word or phrase,such as “$Jackpot Party$”) to focus communications on gaming-relatedtopics (e.g., to ensure that multiple words that form a gaming phraseare not interpreted as separate words and to identify the words asgaming-related words). The system can track trends, within the scope ofthe gaming-related topics, and determine whether the use of the tags,and accompanying promotional expressions, cause trends to increase ordecrease toward the topic. The system can store key phrases in arelational database that ties the use of the key phrases to player'saccounts. The system can transmit information regarding usage ofgaming-related key phrases in query strings, cookies, links, etc.

The flow 200 continues at processing block 206, where the systemprovides an award in satisfaction of a condition associated with thepromotional expression. For example, the condition may be that thepromotional expression is substantially similar to a word or phrasestored in a key phrase library, that the promotional expression fits aspecific form, or that the promotional expression is submitted via aspecific website. The condition can be associated with the message, thetransmission or receipt of the message, the comparison of the message topromotional phrases, the promotional phrases, etc. In some embodiments,the system can detect that a property associated with publication of themessage satisfies the condition. For example, the system can detect thatthe message is published within a specific time period, detect that theone of the plurality of key phrases causes a topic to trend upward forthe social networking website/application, detect that the message isrepublished via an affiliate user account, etc.

The system can provide the award to incentivize and/or reward the use ofpromotion expressions/key phrases to a degree and/or value associatedwith the condition. For instance, the system can incentivize users withawards to keep up a communication trend. In some embodiments, the awardscan be in-session encouragement, benefits, content, displays, etc. Forinstance, the system can indicate a user's promotional efforts via ameter or a leaderboard. In some embodiments, the awards are persistentobjects, such as virtual assets (e.g., trophies, accomplishments, etc.)or a number of points (e.g., loyalty or achievement points) associatedwith a wagering game venue. The system can transfer and store the awardsvia a player account associated with the wagering game venue. The playeraccount may be linked to a social networking account associated with asocial networking website or social communication application.

In some embodiments, the system can apply fraud rules to ensure that auser is not abusing usage of promotional terms and/or key phrases, or isabusing an affiliate reward system. In some embodiments, the system cancap awards to incentivize other gaming activity (e.g., place a cap onpoints until a player visits a gaming venue).

The flow 200 continues at processing block 208 where the system assignsa value to the award dependent on a value associated with the condition.The value associated with the condition can be a degree of significanceof the condition. For example, the system can detect a number of timesthat a message is republished, and assign a point value based on thenumber of times. In another example, the system can assign a weightfactor, multiplier, etc., that increases, or augments, the value basedon a significance value associated with the condition (e.g., seedescription of multiplier 144A in FIG. 1). Some points may havedifferent types, or tiers, or importance or significance. For example,the system can award a first type of point for one activity and adifferent type of point for a different activity or for exceeding athreshold of the first activity. For example, some points may only beearnable by performing activities in a casino. Other points may have afirst value when used outside a casino and a second, higher, point valuewhen used inside a casino. The system can also assign a limitation tothe use of the points within a casino. For instance, some points may beearned outside a casino, but only become active when a player (or agroup of the player's friends) goes into a casino and uses the pointthere for game play on a wagering game machine or for group wageringactivities (e.g., slot tournament, play at same bank, etc.). In someembodiments, the in-casino activity can be a continuation of apersistent-state game that is played outside the casino, but by cominginto the casino within a certain amount of time, the points areunlocked. Casino activity can also unlock a higher value or type ofpoints.

Some types of key phrases utilized via promotional expressions may havedifferent values based on various factors, or conditions, associatedwith the publication of the message. Some examples of factors, orconditions, may include, but not be limited to the following:

-   -   Usage of key phrases at specific dates and/or times.    -   Usage of key phrases in combination with different phrases.    -   Usage of key phrases in combination with, or based on,        activities occurring on, or at a gaming venue.    -   Usage of key phrases based on traffic generated to the website.    -   Usage of key phrases based on trending topics (e.g., when a        topic is trending down, then the award points may be more        valuable if a user's activity trends the topic back up.    -   Usage of key phrases in combination with special tags (e.g., if        a special key phrase hash tag has been provided by a website        administrator account and the user posts a message with the        specific key phrase hash tag within a specific time period).    -   Re-usage of the message (e.g., a resending of the message).    -   Activities that a user performs prior to publishing the message        and/or a status or condition related to the user's account. For        example, the award values may be based on degrees of activity        that a user may have performed in relation to the player        account, gaming content, etc. (e.g., a click, a download of        software, a sign up for an account, a game play, an initial        deposit, a wager, a subsequent deposit, net win, etc.).    -   An affiliate relationship. For example, the system can track a        degree of affiliate relationship with another user that reads or        uses the published message and/or that reuses the message (e.g.,        award values increase the more that a message is resent). The        system can track the affiliate relationship along a chain of        individuals who signed up for a service (e.g., if the user        refers a friend to sign-up as a member, then the system can go        down the chain of referral sign-ups, along with any individuals        that the referral members signed up, with each successive level        of the signup chain adding to award values).

FIG. 3 is an illustration of additional tracking and rewarding of socialcommunications associated with gaming, according to some embodiments.FIG. 3 helps illustrate some examples of embodiments described in FIG.2, and also refers back to FIG. 1. In FIG. 3, a wagering game system(“system”) 300 includes a wagering game machine 360, an account server370, and a wireless communications antenna 390 connected to acommunications network 322. A mobile device 330 (e.g., a smart phone) isconfigured to communicate wirelessly with the communications antenna390. In some embodiments, the wagering game machine 360, the accountserver 370, the mobile device 330 communicate with, and or receivecommunications with, a gaming server, such as with the server 150described in FIG. 1 and/or with the computer 113 described in FIG. 1(e.g., via the communications network 322 and/or the communicationsnetwork 122).

In some embodiments, a player (e.g., the user Marcus Miller), earns anaward by making promotional comments, related to gaming, via a socialcommunication mechanism, as similarly described in FIGS. 1 and 2. Someof the awards, such as the points earned for using key phrases 132A and132B, are usable only within a casino, for instance, when playing awagering game 305 via the wagering game machine 360. The wagering game305 may be a slot game that includes reels 307, a bet meter 315, acredit meter 313, etc. The user can login to the wagering game machine360 via a player account 317, indicated via the player login console372, and play the wagering game 305 via a wagering game session. Theplayer account can access the points earned by the player (e.g., thefive points earned at 12:15 PM via the usage of key phrases 132A and132B) to perform gaming activity for the wagering game 305. During thewagering game session (e.g., at 3:45 PM, as indicated via the clock 306)the player can receive a specific gaming result (e.g., a random resultof three shamrocks in a row via a combination of symbols on the reels307). In response to the gaming result, an in-game chat application 310automatically inserts a message 312 into a message area 311 of thein-game chat application 310. The message 312 describes the gamingactivity. A post control 314 is included in the in-game chat application310. A player can activate the post control 314 (e.g., via button press,via touch-screen, etc.) which publishes the message 312 to one or moresocial networking venues (e.g., to Playerslife.com, to Facebook.com, toTwitter.com, etc.) as indicated by selection controls 316, 318, and 319(selection controls 315, 318, and 319 can instead be included in auser's profile settings). The system 200 can reward the player forpublishing the message 312 while in the casino. The message 312 mayinclude a promotional expression that matches a key phrase, such as thekey phrase 132D shown in FIG. 1. Referring momentarily to FIG. 1, theserver 150 makes an entry into the report 140 indicating the condition143D, which specifies that the key phrase 132D (i.e., “Playerslife.com”)was published while in a casino. Because the key phrase 132D waspublished via casino activity, the server 150 rewards the promotion moresignificantly, and utilizes the multiplier 144D (e.g., the value of“10”), which, when multiplied by the default point value 133D (i.e., thevalue of “1”), results in the total awarded point value 145D (i.e., thevalue of “10”).

Referring back to FIG. 3, a social contact of the first user (e.g., asecond user, S. Saiz, who is a friend of the first user, Marcus Miller),may view a publication of the message 312 via the mobile device 330using a gaming widget 340 installed on the mobile device 330. Theaccount server 370 links the first user, Marcus Miller, via the playeraccount 371, to other accounts, or affiliates 372, one of which is theuser account 374 for the second user, S. Saiz. The second user views areplay of the player's achievement (e.g., S. Saiz views at 7:45 PM, asindicated by the clock 336, the replay 341) and posts a comment 342(e.g., via the post control 343). The comment 342 includes the keyphrase 132C (i.e., the phrase “WMS game replay”). The server 150, forexample, may award the second user (e.g., via user account 374) thedefault point value 133C for the usage of the key phrase 132C. However,referring again to FIG. 1, in the report 140, the server 150 specifies amultiplier 144C, because of the affiliate relationship between the firstuser and the second user, and because the second user commented (e.g.,via the gaming widget 340) about content generated via the first user'sgaming activity (e.g., the message 312 published during the first user'swagering game session).

In some embodiments, the server 150 may also provide an additionalreward because the second user viewed the gaming replay 341. Forinstance the first user receives a bonus reward in the wagering game 305and/or receives an award of points (e.g., wins a total award value 182in the report 140 in FIG. 1, because the condition 181 indicated that asufficient number of affiliates, such as S. Saiz, viewed the game replay341). In some embodiments, if enough users click on the post of themessage 312, or if the first user can get enough other users to registerfor an online account to see the posted message 312, the first user may“re-win” the wagering game win. Further, the users who register to see apost of the message 312 can possibly “win” that win value that the firstuser won, or win some other award (e.g., additional points).

FIG. 4 is a flow diagram (“flow”) 400 illustrating controlling socialcommunication of gaming benefits, according to some embodiments. FIG. 5is a conceptual diagram that helps illustrate the flow of FIG. 4,according to some embodiments. This description will present FIG. 4 inconcert with FIG. 5. In FIG. 4, the flow 400 begins at processing block402, where a wagering game system (“system”) awards an object to a firstplayer account, where the object is transferable to one or moreadditional player accounts linked to the player account as a socialcontact.

The flow 400 continues at processing block 404, where the system assignsan attribute to the object, which attribute provides access to a gamingbenefit available to the first player account. For instance, theattribute may grant access to non-monetary benefits associated with alevel of status of the player account. In some embodiments the systemassigns, or enriches, one or more points with the attribute. Forinstance, the system can provide a tool for a user to configure specificpoints via player preference to share benefits that are available to theuser (e.g., to share Very Important Person, or “VIP,” status benefitsfor a player account associated with the user). In other embodiments,the system can automatically assign the attribute to the points. In someembodiments, the system provides a mobile application that can bedownloaded from a wagering game machine, by a first user, andtransferred between mobile devices, from one social contact to another,as described below in FIG. 5. The system can assign the attribute to themobile application so that when a second user, who receives the mobileapplication, returns to the casino, the system can provide access togaming benefits, such as VIP status benefits, of the first user whoreceived the mobile application.

The flow 400 continues at processing block 406, where the system detectsa selection of the one or more additional player accounts, and transfersthe object to the one or more additional player accounts, where the oneor more additional player accounts are authorized to access thenon-monetary gaming benefit of the first player account via use of theobject. For example, in FIG. 5, a wagering game system (“system”) 500includes a first wagering game machine 560, a second wagering gamemachine 561 and a computer 513 connected via a communications network522. The system 500 can also include multiple mobile devices, such as afirst mobile device 510 and a second mobile device 520. The firstwagering game machine 560 can connect to the first mobile device 510which belongs to a first user that is logged in to the first wageringgame machine 560 during a wagering game session (e.g., to the MarcusMiller user). During the wagering game session, at stage “A,” the firstwagering game machine 560 detects an event (e.g., the user attains anachievement via game play), and the first wagering game machine 560transfers a first copy a mobile application 502 to the first mobiledevice 510. The first wagering game machine 560 also transfer a numberof benefit enriched points 504 that have been enriched with attributesthat grant access to gaming benefits, such as access rights to gamingbenefits that belong to the first user. In some embodiments, at stage“B,” the first user transfers the benefit enriched points 504 to asecond user (e.g., to the S. Saiz user) via a gaming application 505.The first user can use the computer 513 to present the gamingapplication 505 via a web browser 501. In addition, at stage “C,” thefirst user can transmit an additional copy of the mobile application 502to a second mobile device 520 that belongs to the second user (e.g., toS. Saiz) while away from the casino. Later, when the second user visitsthe casino, and logs on to the second wagering game machine 561, thesecond mobile device 520 communicates with the second wagering gamemachine 561, at stage “D.” The second wagering game machine 561 detectsthat the second mobile device 520 has the second copy of the mobileapplication 502 and grants access to the gaming benefits that belong tothe first user (e.g., as indicated via the display 530), such asbenefits associated with the first user's status. The second wageringgame machine 561 further detects use of the benefit enriched points 504to access additional gaming benefits, such as access to a virtual assetthat belongs to the first user and that grants access to features,and/or enhances the features, of a wagering game or bonus game (e.g.,grants access to, or enhances, award multipliers, causes a reduction ofgaming elements, increases an expected payout value for a game orwagering game machine, etc.). The player can use the features, orfeature enhancements, to increase odds of winning during wagering games.

In some embodiments, the system 500 can provide additional benefits,such as awarding a higher expected value for a number of game plays(e.g., for the first five spins) because the second player account hadattained the mobile application 502 from a player with an advanced levelof status. In some embodiments, the system 500 can provide rewards tothe first player because the second player had a copy of the mobileapplication 502 on the second mobile device 520. The first user canreceive points, for instance, or a portion of the points that the secondplayer wins during the gaming session. In some embodiments, the system500 can provide awards based on a position in the chain of downloadsbetween players, from the first player account to the second account,via one or more additional mobile devices. In some embodiments, themobile application 502 can present non-wagering games (e.g., casualgames), that the first or second users can play and earn awards (e.g.,points). Based on an affiliate relationship, and/or a position in thedownload chain of the mobile application 502, the system 500 can rewarda portion of points earned by the second user, during the non-wageringgame play, to the first user's account.

FIG. 6 is a flow diagram (“flow”) 600 illustrating controlling socialwagering of player points, according to some embodiments. FIG. 7 is aconceptual diagram that helps illustrate the flow of FIG. 6, accordingto some embodiments. This description will present FIG. 6 in concertwith FIG. 7.

In FIG. 6, the flow 600 begins at processing block 602, where a wageringgame system (“system”) selects a first number of non-monetary pointswagered on a prediction of an event, the non-monetary points beingassociated with a player account. The points, in some embodiments, haveno monetary value, or in other words, are not derived from, orequivalent to, a cash or money value. For instance, in some embodimentsthe points are complimentary points, or loyalty points, earned viaactivity or use of a service or product, such as services and/or gamesassociated with a gaming venue. Nevertheless, in some embodiments, thepoints may be transferred or sold for money, or used for activities thatnormally require money if permitted. FIG. 7 illustrates an example. InFIG. 7, a wagering game system (“system”) 700 includes a computer 713connected to a wagering game server 750 and a web server 790 via acommunications network 722. The wagering game sever 750 detects aprediction of an event via a first application, a gaming widget 710. Thegaming widget 710 includes a first control 721 that can launchnon-wagering games from which a player can earn points. The gamingwidget 710 also presents a control 725 that launches a wagering panel726, through which a player can select a first number (e.g., bet amount712) of non-monetary points (via a points betting console 730) as awager on a prediction of any event, with an unknown outcome oruncertainty of occurrence, indicated, via player input, though use of anevent indicator 727. The event can occur via play of a non-wagering gamelaunched via the first control 721 (e.g., an accomplishment of a certaingoal or level of play within the non-wagering game). The bet amount 712is a wager that the event will either occur, or not occur. For example,the wager can be on a prediction that a user will perform a specificsocial communication, such as status post or comment (e.g., a postand/or comment on a Facebook® wall). In some embodiments, the bet can beagainst others regarding performance of playing casual games. Other betscan be for other events, such as a bet on an occurrence of weather, abet on an outcome of a sporting event, etc. In some embodiments, theevent can be a pre-defined set of activities (e.g., select an event froma dropdown to predict that event will occur), or a non-predefined eventspecified by the user, a challenger, or a broker. For example, the betcan be that the player will be within a leader board position within aspecific time period (e.g., a bet that the player will be a top tenplayer within a month). The wagering panel 726 can also include achallenge control 729 to challenge another player to the wager of thepoints. For example, the wagering game server 750 selects an additionalaccount (e.g., an additional social network account and/or an additionalplayer account) in response to a user input via the gaming widget 710.The additional account can be associated with the user as a socialcontact via the social networking website. The wagering game server 750can transmit a notification that challenges the additional account towager a second number of points against the first number of pointsindicated via the betting console 730. If the player wins, the wageringgame server 750 can transfer the second number of points from the secondaccount to the first account in response to detecting the event.

The wagering widget 710 can be an application on a webpage 703 of asocial network website (e.g., Facebook.com) where the presentation ofthe webpage 703 is associated with a social network session for a socialnetwork account via a web browser 701. The bet amount 712 is from aplayer account that is associated with the social network. The webpage703 can also present social networking applications 704, such asnon-wagering games 706 and other applications 708.

The flow 600 continues at processing block 604, where the system detectsthe event. The event occurs subsequent to the indication of the event(e.g., via the wagering panel 726 in FIG. 7).

The flow 600 continues at processing block 608, where the systemprovides a second number of non-monetary points at least equivalent tothe first number of non-monetary points in response to the detection ofthe event. For example, the system provides a second number ofnon-monetary points, at least equivalent to the first number ofnon-monetary points, in response to said detecting the prediction of theevent and in response to said detecting the event.

Additional Example Embodiments

According to some embodiments, a wagering game system (“system”) canprovide various example devices, operations, etc., to control and rewardgaming-related socialization. The following non-exhaustive listenumerates some possible embodiments.

Additional Embodiments of Points Wagering.

In some embodiments, the system can provide “all-in” betting of points(e.g., a player can wager a balance of points that, during game play,the player will attain a gaming achievement or else lose all of thewagered point.). In some instances, if the player wins points at a game,the system can present an option to take the points or gamble all ofthose points to double them (e.g., via a picking game). FIG. 7illustrates, via the gaming widget 710, an “all-in” betting control 724.In another example, the system 700 can provide a control 723 that a usercan use to bankroll points. For example, a player creates an event, putsup points to win or lose and/or brokers the points on the event. Thebankrolling player can earn additional points for bankrolling thepoints. In some embodiments, bankrolling can be performed within acasino, via a wagering game machine. For example, a player sitting at awagering game machine bank can offer a certain amount of points to winif another player, at the bank, hits a specific gaming event (e.g., fourof a kind, a specific reel-stop combination, etc.). If the other playerachieves the specific gaming event, then the other player wins thepoints bankrolled by the first player. The first player that bankrolledthe points could also win points for initiating a points wageringsession that utilized the player's bankroll of points. For example, thefirst player could receive points from the other player (e.g., as asignup fee for the points wagering session and/or if the other playerdoes not attain the event) and/or receive points from a casino forinitiating the points wagering session.

Use of Points.

In some embodiments, the system can convert points into gaming credits,for use in gaming, at different conversion levels based on a player'shistory of play or amount of points (e.g., a VIP can get twice a rate assomeone else). In some embodiments, the system can provide points withvarying values that a player can use to attain different gaming typerewards. Some tiers of points can have higher payback rates for awagering game machine. The tiers of points can affect an expected payoutvalue of wagering games on the wagering game machine. For example, useof a highest tier of points can enable a 97% expected paybackpercentage, use of a next highest tier of points can enable a 96%expected payback percentage, etc., down to a default expected paybackpercentage for use of no points. In another example, one tier of pointscan provide an extra percentage payout for a progressive or that causesbonuses or other events to occur more often. In another example, ahigher tier of points can increase a number of slot-reel pay lines. Insome embodiments, the system can track transference of points betweenplayers. The system can track a degree to which points are transferredbetween players, and the points can increase in value based on theamount of transference. In some embodiments, the system can providepoints that players can use to obtain services at a casino (e.g., pointsmay be more valuable for underused/less popular casino features, todrive players to use underutilized casino features). In someembodiments, points can expire, or decay in value according to adecaying algorithm. In some embodiments, the system can preventexpiration or decay of the points if the player continues to earn or usepoints within specific time periods.

Earning Awards Via Activity at a Casino.

In some embodiments, the system can provide awards (e.g., points, drink,free ride to airport) in response to a player's physical activities at aphysical location (e.g., in response to getting a spa treatment at acasino resort).

Earning Points Via Third-Party and Group Activity.

In some embodiments, the system can provide points for convincing afriend to sign in at a casino. For example, if a group of players signin at the same time at a casino (e.g., via a kiosk, via a wagering gamemachine), then all players will earn more points or earn points at afaster rate or a higher level.

Additional Example Operating Environments

This section describes example operating environments, systems andnetworks, and presents structural aspects of some embodiments. Morespecifically, this section includes discussion about wagering game andcomputer systems and architectures.

Wagering Game System Architecture

FIG. 8 is a conceptual diagram that illustrates an example of a wageringgame system architecture 800, according to some embodiments. Thewagering game system architecture 800 can include an account server 870configured to control user related accounts accessible via wagering gamenetworks and social networking networks. The account server 870 canstore player account information, such as account settings (e.g.,settings related to group games, etc., settings related to socialcontacts, etc.), preferences (e.g., player preferences regarding playerloyalty points, player preferences regarding secondary contentpresentation, player preferences regarding award types, preferencesrelated to virtual assets, etc.), player profile data (e.g., name,avatar, screen name, etc.), and other information for a player's account(e.g., financial information, account identification numbers, virtualassets, social contact information, etc.). The account server 870 cancontain lists of social contacts referenced by a player account. Theaccount server 870 can also provide auditing capabilities, according toregulatory rules. The account server 870 can also track performance ofplayers, machines, and servers.

The wagering game system architecture 800 can also include a wageringgame server 850 configured to control wagering game content, providerandom numbers, and communicate wagering game information, accountinformation, and other information to and from a client 860. Thewagering game server 850 can include a content controller 851 configuredto manage and control content for the presentation of content on theclient 860. For example, the content controller 851 can generate gameresults (e.g., win/loss values), including win amounts, for games playedon the client 860. The content controller 851 can communicate the gameresults to the client 860. The content controller 851 can also generaterandom numbers and provide them to the client 860 so that the client 860can generate game results. The wagering game server 850 can also includea content store 852 configured to contain content to present on theclient 860. The wagering game server 850 can also include an accountmanager 853 configured to control information related to playeraccounts. For example, the account manager 853 can communicate wageramounts, game results amounts (e.g., win amounts), bonus game amounts,etc., to the account server 870. The wagering game server 850 can alsoinclude a communication unit 854 configured to communicate informationto the client 860 and to communicate with other systems, devices andnetworks. The wagering game server 850 can also include a gamingsocialization module 855 configured to track activities performed viaplayer input including, but not limited to, gaming promotions, socialcommunication publishing, affiliate gaming activities, wagering andredeeming player points, sharing status, etc. The gaming socializationmodule 855 is further configured to award player activity including, butnot limited to, awarding points of varying degrees of values, trackingconditions for player promotions and social communication publishing,awarding affiliate gaming activities, awarding point wagers, etc.

The wagering game system architecture 800 can also include the client860 configured to present wagering games and receive and transmitinformation to track and reward player activity. The client 860 can be acomputer system, a personal digital assistant (PDA), a cell phone, alaptop, a wagering game machine, or any other device or machine that iscapable of processing information, instructions, or other data providedvia the communications network 822. The client 860 can include a contentcontroller 861 configured to manage and control content and presentationof content on the client 860. The client 860 can also include a contentstore 862 configured to contain content to present on the client 860.The client 860 can also include an application management module 863configured to manage multiple instances of gaming applications. Forexample, the application management module 863 can be configured tolaunch, load, unload and control applications and instances ofapplications. The application management module 863 can launch differentsoftware players (e.g., a Microsoft® Silverlight™ player, an Adobe®Flash® player, etc.) and manage, coordinate, and prioritize what thesoftware players do. The application management module 863 can alsocoordinate instances of server applications in addition to local copiesof applications. The application management module 863 can controlwindow locations on a wagering game screen or display for the multiplegaming applications. In some embodiments, the application managementmodule 863 can manage window locations on multiple displays includingdisplays on devices associated with and/or external to the client 860(e.g., a top display and a bottom display on the client 860, aperipheral device connected to the client 860, a mobile device connectedto the client 860, etc.). The application management module 863 canmanage priority or precedence of client applications that compete forthe same display area. For instance, the application management module863 can determine each client application's precedence. The precedencemay be static (i.e. set only when the client application first launchesor connects) or dynamic. The applications may provide precedence valuesto the application management module 863, which the applicationmanagement module 863 can use to establish order and priority. Theprecedence, or priority, values can be related to tilt events,administrative events, primary game events (e.g., hierarchical, levels,etc.), secondary game events, local bonus game events, advertisingevents, etc. As each client application runs, it can also inform theapplication management module 863 of its current presentation state. Theapplications may provide presentation state values to the applicationmanagement module 863, which the application management module 863 canuse to evaluate and assess priority. Examples of presentation states mayinclude celebration states (e.g., indicates that client application iscurrently running a win celebration), playing states (e.g., indicatesthat the client application is currently playing), game starting states(e.g., indicates that the client application is showing an invitation orindication that a game is about to start), status update states (e.g.,indicates that the client application is not ‘playing’ but has a changeof status that should be annunciated, such as a change in progressivemeter values or a change in a bonus game multiplier), idle states (e.g.,indicates that the client application is idle), etc. In someembodiments, the application management module 863 can bepre-configurable. The system can provide controls and interfaces foroperators to control screen layouts and other presentation features forthe configuring the application management module 863. The applicationmanagement module 863 can communicate with, and/or be a communicationmechanism for, a base game stored on a wagering game machine. Forexample, the application management module 863 can communicate eventsfrom the base game such as the base game state, pay line status, betamount status, etc. The application management module 863 can alsoprovide events that assist and/or restrict the base game, such asproviding bet amounts from secondary gaming applications, inhibitingplay based on gaming event priority, etc. The application managementmodule 863 can also communicate some (or all) financial informationbetween the base game and other applications including amounts wagered,amounts won, base game outcomes, etc. The application management module863 can also communicate pay table information such as possibleoutcomes, bonus frequency, etc. In some embodiments, the applicationmanagement module 863 can control different types of applications. Forexample, the application management module 863 can perform renderingoperations for presenting applications of varying platforms, formats,environments, programming languages, etc. For example, the applicationmanagement module 863 can be written in one programming language format(e.g., JavaScript, Java, C++, etc.) but can manage, and communicate datafrom, applications that are written in other programming languages orthat communicate in different data formats (e.g., Adobe® Flash®,Microsoft® Silverlight™, Adobe® Air™, hyper-text markup language, etc.).The application management module 863 can include a portable virtualmachine capable of generating and executing code for the varyingplatforms, formats, environments, programming languages, etc. Theapplication management module 863 can enable many-to-many messagingdistribution and can enable the multiple applications to communicatewith each other in a cross-manufacturer environment at the clientapplication level. For example, multiple gaming applications on awagering game machine may need to coordinate many different types ofgaming and casino services events (e.g., financial or account access torun spins on the base game and/or run side bets, transacting drinkorders, tracking player history and player loyalty points, etc.). Theclient 860 can also include a gaming socialization module 864 configuredto track activities performed via player input including, but notlimited to, gaming promotions, social communication publishing,affiliate gaming activities, wagering and redeeming player points,sharing status, etc. The gaming socialization module 864 is furtherconfigured to award player activity including, but not limited to,awarding points of varying degrees of values, tracking conditions forplayer promotions and social communication publishing, awardingaffiliate gaming activities, awarding point wagers, etc.

The wagering game system architecture 800 can also include a secondarycontent server 840 configured to provide content and control informationfor secondary games and other secondary content available on a wageringgame network (e.g., secondary wagering game content, promotions content,advertising content, player tracking content, web content, etc.). Thesecondary content server 840 can provide “secondary” content, or contentfor “secondary” games presented on the client 860. “Secondary” in someembodiments can refer to an application's importance or priority of thedata. In some embodiments, “secondary” can refer to a distinction, orseparation, from a primary application (e.g., separate applicationfiles, separate content, separate states, separate functions, separateprocesses, separate programming sources, separate processor threads,separate data, separate control, separate domains, etc.). Nevertheless,in some embodiments, secondary content and control can be passed betweenapplications (e.g., via application protocol interfaces), thus becoming,or falling under the control of, primary content or primaryapplications, and vice versa. In some embodiments, the secondary contentcan be in one or more different formats, such as Adobe® Flash®,Microsoft® Silverlight™, Adobe® Air™, hyper-text markup language, etc.In some embodiments, the secondary content server 840 can provide andcontrol content for community games, including networked games, socialgames, competitive games, or any other game that multiple players canparticipate in at the same time. In some embodiments, the secondarycontent server 840 can control and present an online website that hostswagering games. The secondary content server 840 can also be configuredto present multiple wagering game applications on the client 860 via awagering game website, or other gaming-type venue accessible via theInternet. The secondary content server 840 can host an online wageringwebsite and/or a social networking website. The secondary content server840 can include other devices, servers, mechanisms, etc., that providefunctionality (e.g., controls, web pages, applications, etc.) that webusers can use to connect to a social networking application and/orwebsite and utilize social networking and website features (e.g.,communications mechanisms, applications, etc.). The secondary contentserver 840 can also be configured to track activities performed viaplayer input including, but not limited to, gaming promotions, socialcommunication publishing, affiliate gaming activities, wagering andredeeming player points, sharing status, etc. The secondary contentserver 840 can be further configured to award player activity including,but not limited to, awarding points of varying degrees of values,tracking conditions for player promotions and social communicationpublishing, awarding affiliate gaming activities, awarding point wagers,etc. In some embodiments, the secondary content server 840 can also hostsocial networking accounts, provide social networking content, controlsocial networking communications, store associated social contacts, etc.The secondary content server 840 can also provide chat functionality fora social networking website, a chat application, or any other socialnetworking communications mechanism. In some embodiments, the secondarycontent server 840 can utilize player data to determine marketingpromotions that may be of interest to a player account. The secondarycontent server 840 can also analyze player data and generate analyticsfor players, group players into demographics, integrate with third partymarketing services and devices, etc. The secondary content server 840can also provide player data to third parties that can use the playerdata for marketing.

The wagering game system architecture 800 can also include a socialnetwork server 880 configured to host social networking networkaccounts, provide social networking content, control social networkingcommunications, store associated social contacts, etc. In someembodiments, the social network server 880 can provide one or moresocial networking communication mechanisms that publish (e.g., post,broadcast, etc.) a message to a mass (e.g., to multiple people, users,social contacts, accounts, etc.). The social networking communicationmechanism can publish the message to the mass simultaneously. Examplesof the published message may include, but not be limited to, a blogpost, a mass message post, a news feed post, a profile status update, amass chat feed, a mass text message broadcast, a video blog, a forumpost, etc. Multiple users and/or accounts can access the publishedmessage and/or receive automated notifications of the published message.

The wagering game system architecture 800 can also include a web server890 configured to control and present an online website that hostswagering games. The web server 890 can also be configured to presentmultiple wagering game applications on the client 860 via a wageringgame website, or other gaming-type venue accessible via the Internet.The web server 890 can host an online wagering website and/or a socialnetworking website. The web server 890 can include other devices,servers, mechanisms, etc., that provide functionality (e.g., controls,web pages, applications, etc.) that web users can use to connect to asocial networking application and/or website and utilize socialnetworking and website features (e.g., communications mechanisms,applications, etc.). The web server 890 can also be configured to trackactivities performed via player input including, but not limited to,gaming promotions, social communication publishing, affiliate gamingactivities, wagering and redeeming player points, sharing status, etc.The web server 890 can further be configured to award player activityincluding, but not limited to, awarding points of varying degrees ofvalues, tracking conditions for player promotions and socialcommunication publishing, awarding affiliate gaming activities, awardingpoint wagers, etc.

Each component shown in the wagering game system architecture 800 isshown as a separate and distinct element connected via a communicationsnetwork 822. However, some functions performed by one component could beperformed by other components. For example, the wagering game server 850can also be configured to perform functions of the secondary contentserver 840, the social network server 880, the web server 890, and othernetwork elements and/or system devices. Furthermore, the componentsshown may all be contained in one device, but some, or all, may beincluded in, or performed by, multiple devices, as in the configurationsshown in FIG. 8 or other configurations not shown. For example, theaccount manager 853 and the communication unit 854 can be included inthe client 860 instead of, or in addition to, being a part of thewagering game server 850. Further, in some embodiments, the client 860can determine wagering game outcomes, generate random numbers, etc.instead of, or in addition to, the wagering game server 850.

As mentioned previously, in some embodiments, the client 860 can takethe form of a wagering game machine. Examples of wagering game machinescan include floor standing models, handheld mobile units, bar-topmodels, workstation-type console models, surface computing machines,etc. Further, wagering game machines can be primarily dedicated for usein conducting wagering games, or can include non-dedicated devices, suchas mobile phones, personal digital assistants, personal computers, etc.

In some embodiments, clients and wagering game servers work togethersuch that clients can be operated as thin, thick, or intermediateclients. For example, one or more elements of game play may becontrolled by the client or the wagering game servers (server). Gameplay elements can include executable game code, lookup tables,configuration files, game outcome, audio or visual representations ofthe game, game assets or the like. In a thin-client example, thewagering game server can perform functions such as determining gameoutcome or managing assets, while the clients can present a graphicalrepresentation of such outcome or asset modification to the user (e.g.,player). In a thick-client example, the clients can determine gameoutcomes and communicate the outcomes to the wagering game server forrecording or managing a player's account.

In some embodiments, either the client or the wagering game server(s)can provide functionality that is not directly related to game play. Forexample, account transactions and account rules may be managed centrally(e.g., by the wagering game server(s)) or locally (e.g., by the client).Other functionality not directly related to game play may include powermanagement, presentation of advertising, software or firmware updates,system quality or security checks, etc.

Furthermore, the wagering game system architecture 800 can beimplemented as software, hardware, any combination thereof, or otherforms of embodiments not listed. For example, any of the networkcomponents (e.g., the wagering game machines, servers, etc.) can includehardware and machine-readable storage media including instructions forperforming the operations described herein.

Wagering Game Computer System

FIG. 9 is a conceptual diagram that illustrates an example of a wageringgame computer system 900, according to some embodiments. In FIG. 9, thewagering game computer system (“computer system”) 900 may include aprocessor unit 902, a memory unit 930, a processor bus 922, and anInput/Output controller hub (ICH) 924. The processor unit 902, memoryunit 930, and ICH 924 may be coupled to the processor bus 922. Theprocessor unit 902 may comprise any suitable processor architecture. Thecomputer system 900 may comprise one, two, three, or more processors,any of which may execute a set of instructions in accordance with someembodiments.

The memory unit 930 may also include an I/O scheduling policy unit andI/O schedulers. The memory unit 930 can store data and/or instructions,and may comprise any suitable memory, such as a dynamic random accessmemory (DRAM), for example. The computer system 900 may also include oneor more suitable integrated drive electronics (IDE) drive(s) 908 and/orother suitable storage devices. A graphics controller 904 controls thedisplay of information on a display device 906, according to someembodiments.

The ICH 924 provides an interface to I/O devices or peripheralcomponents for the computer system 900. The ICH 924 may comprise anysuitable interface controller to provide for any suitable communicationlink to the processor unit 902, memory unit 930 and/or to any suitabledevice or component in communication with the ICH 924. The ICH 924 canprovide suitable arbitration and buffering for each interface.

For one embodiment, the ICH 924 provides an interface to the one or moreIDE drives 908, such as a hard disk drive (HDD) or compact disc readonly memory (CD ROM) drive, or to suitable universal serial bus (USB)devices through one or more USB ports 910. For one embodiment, the ICH924 also provides an interface to a keyboard 912, selection device 914(e.g., a mouse, trackball, touchpad, etc.), CD-ROM drive 918, and one ormore suitable devices through one or more firewire ports 916. For oneembodiment, the ICH 924 also provides a network interface 920 thoughwhich the computer system 900 can communicate with other computersand/or devices.

The computer system 900 may also include a machine-readable storagemedium that stores a set of instructions (e.g., software) embodying anyone, or all, of the methodologies for control and reward gaming-relatedsocialization. Furthermore, software can reside, completely or at leastpartially, within the memory unit 930 and/or within the processor unit902. The computer system 900 can also include a gaming socializationmodule 937. The gaming socialization module 937 can processcommunications, commands, or other information, to control and rewardgaming-related socialization. Any component of the computer system 900can be implemented as hardware, firmware, and/or machine-readablestorage media including instructions for performing the operationsdescribed herein.

Personal Wagering Game System

FIG. 10 is a conceptual diagram that illustrates an example of apersonal wagering game system 1000, according to some embodiments. InFIG. 10, the personal wagering game system (“system”) 1000 includes anexemplary computer system 1030 connected to several devices, includinguser input devices (e.g., a keyboard 1032, a mouse 1031), a web-cam1035, a monitor 1033, speakers 1034, and a headset 1036 that includes amicrophone and a listening device. In some embodiments, the webcam 1035can detect fine details of a person's facial features, from an eye-levelperspective. The web-cam 1035 can use the fine detail to determine aperson's identity, their demeanor, their facial expressions, their mood,their activities, their eye focus, etc. The headset 1036 can includebiometric sensors configured to detect voice patterns, spoken languages,spoken commands, etc. The biometric sensors in the web-cam 1035 candetect colors (e.g., skin colors, eye colors, hair colors, clothingcolors, etc.) and textures (e.g., clothing material, scars, etc.). Thebiometric sensors in the web-cam 1035 can also measure distances betweenfacial features (e.g., distance between eyes, distance from eyes tonose, distance from nose to lips, length of lips, etc.). The system 1000can generate a facial and body map using the detected colors, textures,and facial measurements. The system 1000 can use the facial and body mapto generate similar facial features and body appearances for a playeraccount avatar. Also connected to the computer system 1030 is a gamingcontrol device (“gaming pad”) 1002 including wagering game accoutrementsassociated with wagering games. The wagering game accoutrements includeone or more of reels 1008, game meters 1012, indicators 1006, a gamecontrol device 1010, a physical lever 1014, a magnetic card reader 1004,a video projection device 1024, input/output ports 1018, USB ports 1019,and speakers 1016. The gaming pad 1002 can present feedback of onlineactivities. For instance, the gaming pad 1002 can use vibrations andsignals on the gaming control device (e.g., the game control device 1010or the physical lever 1014 can vibrate to indicate a back pat fromanother player or a game celebration, the indicators 1006 can blink,etc.). The physical lever 1014 can produce feelings in the lever toemulate a pulling feel or a vibration. The video projection device 1024can project video onto the reels 1008 so that the reels 1008 can presentmany different types of wagering games. The reels 1008 can spin when thephysical lever 1014 is pulled. The video projection device 1024 canproject reel icons onto the reels 1008 as they spin. The videoprojection device 1024 can also project reel icons onto the reels 1008when the reels 1008 are stationary, but the imagery from the videoproject device 1024 makes the reels 1008 appear to spin. The magneticcard reader 1004 can be used to swipe a credit card, a player card, orother cards, so that the system can quickly get information. The system1000 can offer lower rates for using the magnetic card reader 1004(e.g., to get a lower rate per transaction). The game control device1010 can include an emotion indicator keypad with keys 1020 that aplayer can use to indicate emotions. The game control device 1010 canalso include biometric devices 1021 such as a heart-rate monitor, an eyepupil dilation detector, a fingerprint scanner, a retinal scanner, voicedetectors, speech recognition microphones, motion sensors, sounddetectors, etc. The biometric devices 1021 can be located in otherplaces, such as in the headset 1036, within a chair (not shown), withinpersonal control devices (e.g. joysticks, remote controls, game pads,roller-balls, touch-pads, touch-screens, etc.), within the web-cam 1035,or any other external device. The external devices can be connected tothe computer 1030 or to the game control device 1010 via theinput/output ports 1018. As a security feature, some biometric devicescan be associated with some of the gaming pad devices (e.g., themagnetic card reader 1004), such as a fingerprint scanner, a retinalscanner, a signature pad to recognize a player's signature, etc. Thegame control device 1010 can also use the keys 1020 to share items andcontrol avatars, icons, game activity, movement, etc. within a networkwagering venue. The game pad can also have an electronic (e.g., digital)button panel 1025, an electronic control panel 1023, or any other typeof changeable panel that can change appearance and/or configurationbased on the game being played, the action being performed, and/or otheractivity presented within an online gaming venue. The game controldevice 1010 can also move in different directions to control activitywithin the online gaming venue (e.g., movement of a player's avatarmoves in response to the movements of the game control device 1010).Avatars can be pre-programmed to act and look in certain ways, which theplayer can control using the system 1000. The gaming pad 1002 can permitthe player to move the avatar fluidly and more easily than is possibleusing a standard keyboard. The system 1000 can cause an avatar torespond to input that a player receives via the gaming pad 1002. Forexample, a player may hear a sound that comes primarily from onedirection (e.g., via stereophonic signals in the headset 1036) withinthe network wagering venue. The system 1000 can detect the movement ofthe player (e.g., the system 1000 detects that a player moves his headto look in the direction of the sound, the player uses the game controldevice 1010 to move the avatar's perspective to the direction of thesound, etc.). The system 1000 can consequently move the avatar's headand/or the avatar's perspective in response to the player's movement.The player can indicate an expression of an emotion indicated by theplayer using the keys 1020. The system 1000 can make the avatar'sappearance change to reflect the indicated emotion. The system 1000 canrespond to other movements or actions by the player and fluidly move theavatar to respond. The system 1000 can also interpret data provided bythe biometric devices and determine expressions and/or indications ofemotions for a player using the system 1000.

Wagering Game Machine Architecture

FIG. 11 is a conceptual diagram that illustrates an example of awagering game machine architecture 1100, according to some embodiments.In FIG. 11, the wagering game machine architecture 1100 includes awagering game machine 1106, which includes a central processing unit(CPU) 1126 connected to main memory 1128. The CPU 1126 can include anysuitable processor, such as an Intel® Pentium processor, Intel® Core 2Duo processor, AMD Opteron™ processor, or UltraSPARC processor. The mainmemory 1128 includes a wagering game unit 1132. In some embodiments, thewagering game unit 1132 can present wagering games, such as video poker,video black jack, video slots, video lottery, reel slots, etc., in wholeor part.

The CPU 1126 is also connected to an input/output (“I/O”) bus 1122,which can include any suitable bus technologies, such as anAGTL+frontside bus and a PCI backside bus. The I/O bus 1122 is connectedto a payout mechanism 1108, primary display 1110, secondary display1112, value input device 1114, player input device 1116, informationreader 1118, and storage unit 1130. The player input device 1116 caninclude the value input device 1114 to the extent the player inputdevice 1116 is used to place wagers. The I/O bus 1122 is also connectedto an external system interface 1124, which is connected to externalsystems (e.g., wagering game networks). The external system interface1124 can include logic for exchanging information over wired andwireless networks (e.g., 802.11g transceiver, Bluetooth transceiver,Ethernet transceiver, etc.)

The I/O bus 1122 is also connected to a location unit 1138. The locationunit 1138 can create player information that indicates the wagering gamemachine's location/movements in a casino. In some embodiments, thelocation unit 1138 includes a global positioning system (GPS) receiverthat can determine the wagering game machine's location using GPSsatellites. In other embodiments, the location unit 1138 can include aradio frequency identification (RFID) tag that can determine thewagering game machine's location using RFID readers positionedthroughout a casino. Some embodiments can use GPS receiver and RFID tagsin combination, while other embodiments can use other suitable methodsfor determining the wagering game machine's location. Although not shownin FIG. 11, in some embodiments, the location unit 1138 is not connectedto the I/O bus 1122.

In some embodiments, the wagering game machine 1106 can includeadditional peripheral devices and/or more than one of each componentshown in FIG. 11. For example, in some embodiments, the wagering gamemachine 1106 can include multiple external system interfaces 1124 and/ormultiple CPUs 1126. In some embodiments, any of the components can beintegrated or subdivided.

In some embodiments, the wagering game machine 1106 includes a gamingsocialization module 1137. The gaming socialization module 1137 canprocess communications, commands, or other information, where theprocessing can control and reward gaming-related socialization.

Furthermore, any component of the wagering game machine 1106 can includehardware, firmware, and/or machine-readable storage media includinginstructions for performing the operations described herein.

Wagering Game Machine

FIG. 12 is a conceptual diagram that illustrates an example of awagering game machine 1200, according to some embodiments. Referring toFIG. 12, the wagering game machine 1200 can be used in gamingestablishments, such as casinos. According to some embodiments, thewagering game machine 1200 can be any type of wagering game machine andcan have varying structures and methods of operation. For example, thewagering game machine 1200 can be an electromechanical wagering gamemachine configured to play mechanical slots, or it can be an electronicwagering game machine configured to play video casino games, such asblackjack, slots, keno, poker, blackjack, roulette, etc.

The wagering game machine 1200 comprises a housing 1212 and includesinput devices, including value input devices 1218 and a player inputdevice 1224. For output, the wagering game machine 1200 includes aprimary display 1214 for displaying information about a basic wageringgame. The primary display 1214 can also display information about abonus wagering game and a progressive wagering game. The wagering gamemachine 1200 also includes a secondary display 1216 for displayingwagering game events, wagering game outcomes, and/or signageinformation. While some components of the wagering game machine 1200 aredescribed herein, numerous other elements can exist and can be used inany number or combination to create varying forms of the wagering gamemachine 1200.

The value input devices 1218 can take any suitable form and can belocated on the front of the housing 1212. The value input devices 1218can receive currency and/or credits inserted by a player. The valueinput devices 1218 can include coin acceptors for receiving coincurrency and bill acceptors for receiving paper currency. Furthermore,the value input devices 1218 can include ticket readers or barcodescanners for reading information stored on vouchers, cards, or othertangible portable storage devices. The vouchers or cards can authorizeaccess to central accounts, which can transfer money to the wageringgame machine 1200.

The player input device 1224 comprises a plurality of push buttons on abutton panel 1226 for operating the wagering game machine 1200. Inaddition, or alternatively, the player input device 1224 can comprise atouch screen 1228 mounted over the primary display 1214 and/or secondarydisplay 1216.

The various components of the wagering game machine 1200 can beconnected directly to, or contained within, the housing 1212.Alternatively, some of the wagering game machine's components can belocated outside of the housing 1212, while being communicatively coupledwith the wagering game machine 1200 using any suitable wired or wirelesscommunication technology.

The operation of the basic wagering game can be displayed to the playeron the primary display 1214. The primary display 1214 can also display abonus game associated with the basic wagering game. The primary display1214 can include a cathode ray tube (CRT), a high resolution liquidcrystal display (LCD), a plasma display, light emitting diodes (LEDs),or any other type of display suitable for use in the wagering gamemachine 1200. Alternatively, the primary display 1214 can include anumber of mechanical reels to display the outcome. In FIG. 12, thewagering game machine 1200 is an “upright” version in which the primarydisplay 1214 is oriented vertically relative to the player.Alternatively, the wagering game machine can be a “slant-top” version inwhich the primary display 1214 is slanted at about a thirty-degree angletoward the player of the wagering game machine 1200. In yet anotherembodiment, the wagering game machine 1200 can exhibit any suitable formfactor, such as a free standing model, bar top model, mobile handheldmodel, or workstation console model.

A player begins playing a basic wagering game by making a wager via thevalue input device 1218. The player can initiate play by using theplayer input device's buttons or touch screen 1228. The basic game caninclude arranging a plurality of symbols 1232 along a pay line, whichindicates one or more outcomes of the basic game. Such outcomes can berandomly selected in response to player input. At least one of theoutcomes, which can include any variation or combination of symbols, cantrigger a bonus game.

In some embodiments, the wagering game machine 1200 can also include aninformation reader 1252, which can include a card reader, ticket reader,bar code scanner, RFID transceiver, or computer readable storage mediuminterface. In some embodiments, the information reader 1252 can be usedto award complimentary services, restore game assets, track playerhabits, etc.

Embodiments may take the form of an entirely hardware embodiment, anentirely software embodiment (including firmware, resident software,micro-code, etc.) or an embodiment combining software and hardwareaspects that may all generally be referred to herein as a “circuit,”“module” or “system.” Furthermore, embodiments of the inventive subjectmatter may take the form of a computer program product embodied in anytangible medium of expression having computer readable program codeembodied in the medium. The described embodiments may be provided as acomputer program product, or software, that may include amachine-readable storage medium having stored thereon instructions,which may be used to program a computer system (or other electronicdevice(s)) to perform a process according to embodiments(s), whetherpresently described or not, because every conceivable variation is notenumerated herein. A machine-readable storage medium includes anymechanism that stores information in a form readable by a machine (e.g.,a wagering game machine, computer, etc.). For example, machine-readablestorage media includes read only memory (ROM), random access memory(RAM), magnetic disk storage media, optical storage media (e.g.,CD-ROM), flash memory machines, erasable programmable memory (e.g.,EPROM and EEPROM); etc. Some embodiments of the invention can alsoinclude machine-readable signal media, such as any media suitable fortransmitting software over a network.

General

This detailed description refers to specific examples in the drawingsand illustrations. These examples are described in sufficient detail toenable those skilled in the art to practice the inventive subjectmatter. These examples also serve to illustrate how the inventivesubject matter can be applied to various purposes or embodiments. Otherembodiments are included within the inventive subject matter, aslogical, mechanical, electrical, and other changes can be made to theexample embodiments described herein. Features of various embodimentsdescribed herein, however essential to the example embodiments in whichthey are incorporated, do not limit the inventive subject matter as awhole, and any reference to the invention, its elements, operation, andapplication are not limiting as a whole, but serve only to define theseexample embodiments. This detailed description does not, therefore,limit embodiments, which are defined only by the appended claims. Eachof the embodiments described herein are contemplated as falling withinthe inventive subject matter, which is set forth in the followingclaims.

The invention claimed is:
 1. One or more non-transitory,machine-readable storage media having instructions stored thereon, whichwhen executed by a set of one or more processors of a gaming systemcause the set of one or more processors to perform operationscomprising: providing, via a network communications interface of thegaming system, electronic gaming content for presentation outside acasino via an electronic display device; detecting, via the networkcommunications interface, gaming activity related to the electronicgaming content, wherein the gaming activity is associated with a firstwagering game player account; determining, via at least one of the setof one or more processors, a first benefit for the performance of thegaming activity; configuring, via at least one of the set of one or moreprocessors in response to user input, a persistent object to provide thefirst benefit when the persistent object is electronically selectedinside the casino within a first amount of time after the persistentobject is configured; storing an indication of the persistent object ina first memory store associated with the first wagering game playeraccount; detecting, via the network communications interface, that afirst wagering game machine within the casino electronically selectedthe persistent object within the first amount of time, wherein the firstwagering game machine is associated with the first wagering game playeraccount, and wherein the first wagering game machine includes a valueinput device configured to receive monetary value for placement of oneor more wagers on one or more casino wagering games; providing the firstbenefit after the persistent object is electronically selected by thefirst wagering game machine; selecting, based on analysis of the firstwagering game player account, a second wagering game player accountlinked to the first wagering game player account as a social contact;electronically transmitting, via the network communications interface,the persistent object from the first wagering game player account to thesecond wagering game player account; detecting use of the first benefitby the second wagering game player account; providing, via the networkcommunications interface, an award to the second wagering game playeraccount for use of the first benefit; and electronically transferring aportion of the award to the first wagering game player account basedproportionally on a chain of possession of the persistent object,wherein the portion of the award is redeemable via the first wageringgame machine.
 2. The one or more non-transitory, machine-readablestorage media of claim 1, said operations further comprising: storing anadditional indication of the persistent object in a second memory storeassociated with the second wagering game player account; configuring,the persistent object to provide the first benefit when the persistentobject is electronically selected inside the casino within a secondamount of time; detecting, via the network communications interface,that the persistent object is electronically selected by a secondwagering game machine inside the casino, wherein the second wageringgame machine is associated with the second wagering game player account;and providing the first benefit after the persistent object is selectedby the second wagering game machine.
 3. The one or more non-transitory,machine-readable storage media of claim 2, said instructions furthercomprising: assigning an expiration value to the persistent object thatlimits usage of the first benefit by the second wagering game playeraccount for the second amount of time.
 4. The one or morenon-transitory, machine-readable storage media of claim 1, wherein thefirst benefit comprises one or more of a a game enhancement benefitassociated with a virtual wagering game asset, a virtual trophyassociated with the one or more casino wagering games, improved odds ofwinning in the one or more casino wagering games, and a higher expectedvalue for an outcome in the one or more casino wagering games.
 5. Theone or more non-transitory, machine-readable storage media of claim 1,said operations further comprising: before selecting the second wageringgame player account, determining that the second wagering game playeraccount performs a social networking activity via a social networkingvenue that presents an indication of the gaming activity performed viathe electronic gaming content.
 6. The one or more non-transitory,machine-readable storage media of claim 5, wherein the social networkingactivity comprises posting a social communication, via the socialnetworking venue, wherein the social communication includes a phraserelated to one or more of a wagering game, a wagering game venue, awagering game provider, a wagering game benefit, and a wager.
 7. The oneor more non-transitory, machine-readable storage media of claim 1, saidoperations further comprising: assigning a degree of value to the firstbenefit based on a number of affiliate relationships between the firstwagering game player account and the second wagering game playeraccount.
 8. The one or more non-transitory, machine-readable storagemedia of claim 1, wherein the first benefit is non-monetary.
 9. The oneor more non-transitory, machine-readable storage media of claim 1, saidoperations further comprising: providing the first benefit for use in atleast one of the one or more casino wagering games presented via thefirst wagering game machine.
 10. The one or more non-transitory,machine-readable storage media of claim 1, said operations furthercomprising: increasing a value of the first benefit in response todetecting performance of one or more additional activities in thecasino, wherein the performance of the one or more additional activitiesare associated with the first wagering game player account.
 11. The oneor more non-transitory, machine-readable storage media of claim 10,wherein the detecting the performance of the one or more additionalactivities in the casino comprises detecting performance, in the casino,of a social communication associated with the first wagering game playeraccount.
 12. The one or more non-transitory, machine-readable storagemedia of claim 1, said operations further comprising: providing avirtual tool for presentation via the first wagering game machine;detecting, via a user input of the virtual tool, a selection of a secondbenefit awarded to the first wagering game player account; andconfiguring, via at least one of the set of one or more processors, thepersistent object to have both the first benefit and the second benefitbased on the user input.
 13. A method of operating a gaming system, saidmethod comprising: providing, via a network communications interface ofthe gaming system, electronic gaming content for presentation outside acasino via an electronic display device; detecting, via the networkcommunications interface, gaming activity related to the electronicgaming content, wherein the gaming activity is associated with a firstwagering game player account; configuring, via at least one of one ormore processors of the gaming system in response to user input, avirtual object associated with the first wagering game player account toprovide a first benefit for performance of the gaming activity when thevirtual object is electronically selected inside the casino within afirst amount of time after the virtual object is configured; storing anindication of the virtual object in a first memory store associated withthe first wagering game player account; detecting, via the networkcommunications interface, that a first wagering game machine within thecasino electronically selected the virtual object within the firstamount of time, wherein the first wagering game machine is associatedwith the first wagering game player account, and wherein the firstwagering game machine includes a value input device configured toreceive monetary value for placement of one or more wagers on one ormore casino wagering games; providing the first benefit after thevirtual object is electronically selected by the first wagering gamemachine; selecting, based on analysis of the first wagering game playeraccount, a second wagering game player account linked to the firstwagering game player account as a social contact; electronicallytransmitting, via the network communications interface, the virtualobject from the first wagering game player account to the secondwagering game player account; detecting use of the first benefit by thesecond wagering game player account; providing an award to the secondwagering game player account for use of the first benefit; and providinga portion of the award to the first wagering game player account basedproportionally on a chain of possession of the virtual object, whereinthe portion of the award is redeemable via the first wagering gamemachine.
 14. The method of claim 13 further comprising: assigning adegree of value to the first benefit based on a number of affiliaterelationships between the first wagering game player account and thesecond wagering game player account.
 15. The method of claim 13, whereinthe first benefit comprises one or more of a status benefit associatedwith points from a loyalty program for the first wagering game playeraccount, a status level for the first wagering game player account, agame enhancement benefit associated with a virtual wagering game asset,a virtual trophy, improved odds of winning in the one or more casinowagering games, and a higher expected value for an outcome in the one ormore casino wagering games.
 16. The method of claim 13 furthercomprising: providing the first benefit for use in at least one of theone or more casino wagering games presented via the first wagering gamemachine.
 17. The method of claim 13 further comprising: increasing avalue of the first benefit in response to detecting performance of oneor more additional activities in the casino, wherein the performance ofthe one or more additional activities are associated with the firstwagering game player account.
 18. The method of claim 17, wherein thedetecting the performance of the one or more additional activities inthe casino comprises detecting performance, in the casino, of a socialcommunication associated with the first wagering game player account.19. The method of claim 13 further comprising: providing a virtual toolfor presentation via the first wagering game machine; detecting, via auser input of the virtual tool, a selection of a second benefit awardedto the first wagering game player account; and configuring, via at leastone of the one or more processors, the virtual object to have both thefirst benefit and the second benefit based on the user input.
 20. Themethod of claim 13 further comprising: storing an additional indicationof the virtual object in a second memory store associated with thesecond wagering game player account; configuring, the virtual object toprovide the first benefit when the virtual object is electronicallyselected inside the casino within a second amount of time; detecting,via the network communications interface, that the virtual object iselectronically selected by a second wagering game machine inside thecasino, wherein the second wagering game machine is associated with thesecond wagering game player account; and providing the first benefitafter the virtual object is selected by the second wagering gamemachine.
 21. A gaming system comprising: one or more processors; anetwork communications interface; and one or more memory storage devicesconfigured to store instructions, which when executed by at least one ofthe one or more processors, cause the gaming system to performoperations to provide, via the network communications interface,electronic gaming content for presentation outside a casino, detect, viathe network communications interface, gaming activity related to theelectronic gaming content, wherein the gaming activity is associatedwith a first wagering game player account, determine a first benefit forthe performance of the gaming activity, configure, in response to userinput, a persistent object to provide the first benefit when thepersistent object is electronically selected inside the casino within afirst amount of time after the persistent object is configured, store anindication of the persistent object in a first memory store associatedwith the first wagering game player account, detect, via the networkcommunications interface, that a wagering game machine within the casinoelectronically selects the persistent object within the first amount oftime, wherein the wagering game machine is associated with the firstwagering game player account, and wherein the wagering game machineincludes a value input device configured to receive monetary value forplacement of one or more wagers on one or more casino wagering games,provide the first benefit after the persistent object is electronicallyselected by the wagering game machine, select, based on analysis of thefirst wagering game player account, a second wagering game playeraccount linked to the first wagering game player account as a socialcontact, electronically transmit, via the network communicationsinterface, the persistent object from the first wagering game playeraccount to the second wagering game player account, detect use of thefirst benefit by the second wagering game player account, provide, viathe network communications interface, an award to the second wageringgame player account for use of the first benefit, and electronicallytransfer a portion of the award to the first wagering game playeraccount based proportionally on a chain of possession of the persistentobject, wherein the portion of the award is redeemable via the wageringgame machine.
 22. The gaming system of claim 21, wherein the firstbenefit comprises one or more of a status benefit associated with aloyalty program for the first wagering game player account, a gameenhancement for the one or more casino wagering games, a virtual trophyassociated with the one or more casino wagering games, improved odds ofwinning in the one or more casino wagering games, and a higher expectedvalue for an outcome in the one or more casino wagering games.
 23. Thegaming system of claim 21, wherein the one or more memory storagedevices are configured to store instructions, which when executed by atleast one of the one or more processors, cause the gaming system tofurther perform operations to: award the persistent object to the firstwagering game player account in response to performance of a socialnetworking activity via a social networking venue outside the casino,wherein the social networking activity includes a phrase related to oneor more of a wagering game, a wagering game venue, a wagering gameprovider, a wagering game gaming benefit, or a wager.
 24. The gamingsystem of claim 21, wherein the one or more memory storage devices areconfigured to store instructions, which when executed by at least one ofthe one or more processors, cause the gaming system to further performoperations to: assign a degree of value to the first benefit based on anumber of affiliate relationships associated with the first wageringgame player account and the second wagering game player account.
 25. Thegaming system of claim 21, wherein the persistent object is anapplication for a mobile device, and wherein a value for the firstbenefit is a based on a degree of downloads of the application.
 26. Thegaming system of claim 21, wherein the first benefit is non-monetary.27. The gaming system of claim 21, wherein the one or more memorystorage devices are configured to store instructions, which whenexecuted by at least one of the one or more processors, cause the gamingsystem to further perform operations to: provide the first benefit foruse in at least one of the one or more casino wagering games presentedvia the wagering game machine.
 28. The gaming system of claim 21,wherein the one or more memory storage devices are configured to storeinstructions, which when executed by at least one of the one or moreprocessors, cause the gaming system to further perform operations to:increase a value of the first benefit in response to detectingperformance of one or more additional activities in the casino, whereinthe performance of the one or more additional activities are associatedwith the first wagering game player account.
 29. The gaming system ofclaim 21, wherein the one or more memory storage devices are configuredto store instructions, which when executed by at least one of the one ormore processors, cause the gaming system to further perform operationsto detect performance, in the casino, of a social communicationassociated with the first wagering game player account.
 30. The gamingsystem of claim 21, wherein the one or more memory storage devices areconfigured to store instructions, which when executed by at least one ofthe one or more processors, cause the gaming system to further performoperations to: provide a virtual tool for presentation via the firstwagering game machine device; detect, via a user input of the virtualtool, a selection of a second benefit awarded to the first wagering gameplayer account; and configure the persistent object to have both thefirst benefit and the second benefit based on the user input.